The Official RYU thread (because being generic never hurt anyone)

Yeah that works, but from my personal experience if you mistime a bit you can miss it. It is nearly impossible to miss the cancel if you just do an SRK and spam qcf’s and punch. You kinda look scrubby when you do it but seriously, 99% execution.

ryu chalenge mode
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ryu sure does seem interesting with that mohawk

hah -.- mohawk? lol…
I sometime throw super out when i SRK too… but it would hurt since the srk will execute and also my super linking straight to it. I think it does about 40-45% to the health bar… the % is not accurate its jsut a rough estimate from what i recall.

i can already tell that ryu is gonna be one of my mains (again…sadly)

so, i’m gonna have to read this WHOLE thread to step my game up :wink:

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whatttt 6:15 Ryu does c.mk and Balrog’s ex dash punch goes over him… good to know…

Nice, I get stuffed by rog’s ex dash punched all day.

ONLY CHARACTER that can SUPER-JUMP is C.Viper, period!

What Ryu, Ken and Akuma do is different. In effect - it simply is a TATSU in the air. The different directions achieved are simply a variation of the current momentum…
Jumping forward at the opponent has an typical arc. Add in a TATSU and the arc will deviate… from the point that the TATSU was initiated.
eg. At the peak of your “forward-jump”, momentum dictates, you continue “forward-down”. Adding the TATSU at this point will emphasize “FORWARD”, hence, your arc deviating.

Now in reference to the SUPER-JUMP TATSU. The player “jumps up-forward”. During the “lift-off” phase: the TATSU is initiated. The TATSU then EMPHASIZES the “UPWARD” momentum, creating a “super-jump” effect.

just think of the tatsu as giveing you more length when you jumper to make it go further.

I have been working on cross up hurricane kicks… After f+throw, back dash mk hurricane over opponent and ryu hits from behind. I have been working with a lot of variation for this. Is anyone else abusing c.jpX3, c.RK

So begins countless hours in training mode learning to play SF for the first time. On that note, I can’t seem to kara throw. It is f+mp for Ryu right? When do you have to hit the throw because no matter how quick I do it, Ryu just does the overhead.

You have to almost press them simultaneously.

kara is far hk, not f+mp

So…which is it? That’s the first time I heard hk. I’ll try hitting foward and all three buttons simultaneously tonight (maybe slightly seperated by making one finger higher).

Sorry I wasn’t referring to the medium punch to kara throw, but the method.

Although, I tried it yesterday and it seems that it really is HK to kara throw.

whats a ryu poke string

This might have been said in here already but I don’t feel like looking for it but how do you cancel EX dragon punch so you can do the Metsu? ANd this is a rant of mine but I can’t stand Blanka scrubs. Fuck Blanka!!! That is all. :cool:

do the dragon punch and then FADC out then immediately do the ultra.

hi guys, after a long hiatus i am back! w00t…

i believe it’s now at a point where we should either edit the first post of this thread or the first post of combo/strats thread with combo damages that micky d has been gracious enough to provide us with.

meter management is HUGE for ryu and knowing the tradeoff in damage for doing combos with ex/fadc would be suepr beneficial for ryu players.

i actually haven’t seen the OP in a while and i don’t have mod rights on this forum so i can’t edit the first post here so maybe a mod could do that for us?

should we just create a new thread on combo damages? :slight_smile:

btw, i’ve been told that after any jab srk of any height/distance, a super will hit. for the most part this is true but i’ve had it whiff a few times.

i do a lot of walk-up srk’s for fun and i think when i hit limb, it doesn’t super combo. has anyone eles noticed it? maybe i’m just sucking…

Thanks. I thought it had something to do with FADC but wasn’t sure.